Troop 464 ...

Cochise District Spring Camporee 2026

Spring Camporee 2026

How many of you are familiar with Dungeons and Dragons? After this past camporee, I think it was the topic of conversation in the After-action conversation at the troop meeting. The theme for the District Camporee was Maze-n-Monsters games. The Camporee was held from April 10 to April 12 at the American Leadership Academy, a charter school, in Sierra Vista.

The basic concept is for players to create their own character and then embark upon adventures within a fantasy setting. There is a Dungeon Master (DM) to referee the different scenarios adapted to scouting. The characters form a party and they interact with the setting’s inhabitants and each other. Together they solve problems, engage in battles, explore, and gather treasure and knowledge. In the process, player characters earn experience points to level up, and become increasingly powerful over a series of separate gaming scenarios.

Questing Party

The scouts formed “Questing Parties” of between 4 and 8 Scouts each. A list was provided of designated characters for each scout to pick from. Each party was to contain as many of the following characters as possible, but no more than one of each:

  • A Wizard (or Witch) – The Wizard is a very important part of every Questing Party. He/she is ready to cast spells that dazzle the mind. The Wizard can solve puzzles and mysteries that may baffle the group. The Wizard is also able to conjure fire and make potions boil.
  • A Fighter – The Fighter is a brave individual, ready to defend his/her group from attack, showing proficiency in weapon use, especially the bow, ax, and tomahawk. Masters of melee, a Fighter is a welcome sight for any party.
  • A Cleric – The Cleric of your party provides spiritual care and healing to the group. He or she is an expert in First Aid and the calm in the storm of battle and will surely be tested on that expertise during the quest.
  • A Ranger – The Ranger is proficient with the bow and ax. As a hunter and tracker, he/she can quickly and accurately identify tracks, think like the animals, and read the trees and plants of the woods.
  • An Artificer – The Artificer uses tools to cast spells and solve problems. He/she can use the Alchemist’s potions to cure wounds, the Tinker’s tools and ropes to create structures, or a wand to throw chemicals. The effect of the spell is the same as for a Spellcaster, but the method of spellcasting is unique.
  • A Bard – The Bard keeps up the morale of his/her party by being able to create songs, tell stories, or act out images of the Questing Party’s valor on the spot. Being able to play an instrument while performing brings even more glory and reward to the party.
  •  A Barbarian – The Barbarian is a primal warrior of strength for his/her party by being able to thrive in the heat of battle, summon feats of strength, and being able to take damage many others could not for his/her Questing Party’s victory. Honing their keen instincts and infamous rage brings even more glory and reward to their party.
  • A Paladin – The Paladin is a warrior with an Oath to uphold and stand against evil with his/her party. These Knights of Justice can turn the tide of battle with their martial prowess, heal their allies, and smite the wicked. A Paladin is trusted to always do the right and moral thing, no matter the temptation.

Questing Journey

Unlike the real game, the Dungeon Masters were placed in strategic locations and in each of the challenge areas. Each Questing Party will have a map of the course. The fun begins with the King’s Assembly. Each Party will then roll the dice and draw their Quest guide and maps. The Party will travel along the Kingdom’s trails as their unique adventure unfolds. Each Party will face a series of challenges based on scouting criteria and search for treasure after each challenge. The Dungeon Masters will introduce and guide each challenge and observe the Party’s performance. A score is earned for each challenge, but only after an opening roll of the die, and then no challenge will be complete until the die is rolled at the final time. The DM describes the opening of the challenge, guides the party, and interprets the results. Strength may become weakness, or weakness may turn to strength, depending on what merit badges you have! Your roll of the dice will choose the challenge and determine the outcome. As the day goes along, every Party will face a journey that is different from every other Party. Only the dice will know the way…

A good time was had by all. The weekend included a Cub Day and was attended by Troops and the Crew from the Cochise District.

Be Prepared,

Uncle Ralph

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